/Engine/Source/Runtime/Engine/Classes/Engine/ReplicatedState.h
Replicated movement data of our RootComponent. Struct used for efficient replication as velocity and location are generally replicated together (this saves a repindex) and velocity.Z is commonly zero (most position replications are for walking pawns).
struct FRepMovement
FVector
AngularVelocity
Velocity of rotation for component
uint8:  1
bRepPhysics
If set, additional physic data (angular velocity) will be replicated.
uint8:  1
bSimulatedPhysicSleep
If set, RootComponent should be sleeping.
FVector
LinearVelocity
Velocity of component in world space
FVector
Location
Location in world space
EVectorQuantiza...
LocationQuantizationLevel
Allows tuning the compression level for the replicated location vector.
FRotator
Rotation
Current rotation
ERotatorQuantiz...
RotationQuantizationLevel
Allows tuning the compression level for replicated rotation.
int32
ServerFrame
Server physics step
int32
ServerPhysicsHandle
ID assigned by server used to ensure determinism by physics.
EVectorQuantiza...
VelocityQuantizationLevel
Allows tuning the compression level for the replicated velocity vectors.